// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "SyntyStudios/PlanetsLines" { Properties { _ASEOutlineColor( "Outline Color", Color ) = (0.5181034,0.4426903,0.6764706,0) _ASEOutlineWidth( "Outline Width", Float ) = 0.01 _RimColor("RimColor", Color) = (0,0,0,0) _RimPower("RimPower", Range( 0 , 10)) = 0 _PlanetSurfaceColor("PlanetSurfaceColor", 2D) = "white" {} _PlanetSurfaceTiling("PlanetSurfaceTiling", Float) = 0 _PlanetSurfaceContrast("PlanetSurfaceContrast", Float) = 0 _BaseColor("BaseColor", Color) = (0,0,0,0) _Second_Color("Second_Color", Color) = (0,0,0,0) _Clouds("Clouds", 2D) = "white" {} _Cloud_Falloff("Cloud_Falloff", Float) = 0 _Cloud_Tiling("Cloud_Tiling", Float) = 0 _Cloud_Contrast("Cloud_Contrast", Float) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ } Cull Front CGPROGRAM #pragma target 3.0 #pragma surface outlineSurf Outline keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:outlineVertexDataFunc uniform half4 _ASEOutlineColor; uniform half _ASEOutlineWidth; void outlineVertexDataFunc( inout appdata_full v, out Input o ) { UNITY_INITIALIZE_OUTPUT( Input, o ); v.vertex.xyz *= ( 1 + _ASEOutlineWidth); } inline half4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0,0,0, s.Alpha); } void outlineSurf( Input i, inout SurfaceOutput o ) { o.Emission = _ASEOutlineColor.rgb; o.Alpha = 1; } ENDCG Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back CGINCLUDE #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 4.6 #ifdef UNITY_PASS_SHADOWCASTER #undef INTERNAL_DATA #undef WorldReflectionVector #undef WorldNormalVector #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #endif struct Input { float2 uv_texcoord; float3 worldPos; float3 worldNormal; INTERNAL_DATA float3 viewDir; }; uniform float4 _BaseColor; uniform float4 _Second_Color; uniform float _PlanetSurfaceContrast; uniform sampler2D _PlanetSurfaceColor; uniform float _PlanetSurfaceTiling; uniform float _Cloud_Contrast; uniform sampler2D _Clouds; uniform float _Cloud_Tiling; uniform float _Cloud_Falloff; uniform sampler2D Normals; uniform float4 Normals_ST; uniform float _RimPower; uniform float4 _RimColor; float4 CalculateContrast( float contrastValue, float4 colorTarget ) { float t = 0.5 * ( 1.0 - contrastValue ); return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget ); } inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) ); yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) ); yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) ); zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) ); return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z; } void surf( Input i , inout SurfaceOutputStandard o ) { o.Normal = float3(0,0,1); float2 temp_cast_0 = (_PlanetSurfaceTiling).xx; float2 uv_TexCoord78 = i.uv_texcoord * temp_cast_0; float4 lerpResult24 = lerp( _BaseColor , _Second_Color , CalculateContrast(_PlanetSurfaceContrast,tex2D( _PlanetSurfaceColor, uv_TexCoord78 ))); float3 ase_worldPos = i.worldPos; float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float3 localPos = mul( unity_WorldToObject, float4( ase_worldPos, 1 ) ); float3 localNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) ); float4 triplanar36 = TriplanarSamplingCF( _Clouds, _Clouds, _Clouds, localPos, localNormal, _Cloud_Falloff, _Cloud_Tiling, float3( 1,1,1 ), float3(0,0,0) ); float4 lerpResult56 = lerp( _BaseColor , _Second_Color , ( CalculateContrast(_Cloud_Contrast,triplanar36) * -1.0 )); float4 clampResult34 = clamp( ( lerpResult24 + lerpResult56 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); o.Albedo = clampResult34.rgb; float2 uvNormals = i.uv_texcoord * Normals_ST.xy + Normals_ST.zw; float3 normalizeResult52 = normalize( i.viewDir ); float dotResult53 = dot( UnpackNormal( tex2D( Normals, uvNormals ) ) , normalizeResult52 ); o.Emission = ( pow( ( 1.0 - saturate( dotResult53 ) ) , _RimPower ) * _RimColor ).rgb; o.Alpha = 1; } ENDCG CGPROGRAM #pragma surface surf Standard keepalpha fullforwardshadows exclude_path:deferred ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 4.6 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" struct v2f { V2F_SHADOW_CASTER; float2 customPack1 : TEXCOORD1; float4 tSpace0 : TEXCOORD2; float4 tSpace1 : TEXCOORD3; float4 tSpace2 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); Input customInputData; float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); half tangentSign = v.tangent.w * unity_WorldTransformParams.w; half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } half4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord = IN.customPack1.xy; float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z; surfIN.worldPos = worldPos; surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=16200 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